/Engine/Plugins/Interchange/Runtime/Source/Pipelines/Public/InterchangeGenericMeshPipeline.h
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[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, HideDropDown) class UInterchangeGenericMeshPipeline : public [UInterchangePipelineBase](API\Runtime\InterchangeCore\UInterchangePipelineBase)
bool
bBuildNanite
If enabled this option will allow you to use Nanite rendering at runtime.
bool
bBuildReversedIndexBuffer
If enabled this option will make sure the staticmesh build a reverse index buffer.
bool
bCombineSkeletalMeshes
If enable all translated skinned mesh node will be imported has a one skeletal mesh, note that it can still create several skeletal mesh for each different skeleton root joint.
bool
bCombineStaticMeshes
If enabled, all translated static mesh nodes will be imported as a single static mesh.
bool
bCreatePhysicsAsset
If checked, create new PhysicsAsset if it doesn't have it
bool
bGenerateDistanceFieldAsIfTwoSided
Whether to generate the distance field treating every triangle hit as a front face.
bool
bGenerateLightmapUVs
If enabled this option will generate lightmap for this staticmesh.
bool
bImportCollision
If checked, custom collision will be imported and if there is no custom collision, a generic collision will be automatically generated.
bool
bImportCollisionAccordingToMeshName
If enabled, meshes with certain prefixes will be imported as collision primitives for the mesh with the corresponding unprefixed name.
bool
bImportMorphTargets
If enable any morph target shape will be imported.
bool
bImportSkeletalMeshes
If enable, import the animation asset find in the sources.
bool
bImportStaticMeshes
If enabled, import the static mesh asset found in the sources.
bool
bOneConvexHullPerUCX
If enabled, each UCX collision mesh will be imported as a single convex hull.
int32
BoneInfluenceLimit
The maximum number of bone influences to allow each vertex in this mesh to use.
bool
bSupportFaceRemap
FVector
BuildScale3D
The local scale applied when building the mesh
bool
bUpdateSkeletonReferencePose
Enable this option to update Skeleton (of the mesh)'s reference pose.
bool
bUseHighPrecisionSkinWeights
If Checked, use 16 bits for skin weights instead of 8 bits.
TWeakObjectPtr<...
CommonMeshesProperties
Common Meshes Properties Settings Pointer.
TWeakObjectPtr<...
CommonSkeletalMeshesAndAnimationsProperties
Common SkeletalMeshes And Animations Properties Settings Pointer.
TWeakObjectPtr<...
DistanceFieldReplacementMesh
float
DistanceFieldResolutionScale
Scale to apply to the mesh when allocating the distance field volume texture.
int32
DstLightmapIndex
EInterchangeSke...
LastSkeletalMeshImportContentType
The value of the content type during the last import.
FName
LodGroup
The LODGroup to associate with this mesh when it is imported
int32
MaxLumenMeshCards
Max Lumen mesh cards to generate for this mesh.
int32
MinLightmapResolution
float
MorphThresholdPosition
Threshold to compare vertex position equality when computing morph target deltas.
TWeakObjectPtr<...
PhysicsAsset
If this is set, use this specified PhysicsAsset.
EInterchangeSke...
SkeletalMeshImportContentType
Re-import partially or totally a skeletal mesh.
int32
SrcLightmapIndex
float
ThresholdPosition
Threshold use to decide if two vertex position are equal.
float
ThresholdTangentNormal
Threshold use to decide if two normal, tangents or bi-normals are equal.
float
ThresholdUV
Threshold use to decide if two UVs are equal.